Shieldman (5e Subclass)

Shieldman

An angry shieldman, Source

The Shieldman is a fighter subclass that focuses on fighting with shields. Those who carry shields are known to have the ability to resist most damage as if it was nothing, and defend others against what is coming from both close and afar. Today a shieldman is the heavy front line infantry for any army. Due to them being heavy infantry they are usually composed entirely of warriors armed with shields, swords, spears, pikes, or similar weapons.

Quick Build

You can make a Shieldman fighter quickly by following these suggestions. First, make Strength your highest ability score, followed by Constitution. (Most Shieldman fighters focus on wielding swords, spears, or maces with their shields) Second, choose the Soldier background.

Defensive Reflex

Beginning at 3rd level, you can spend your reaction to add your proficiency bonus to your AC against melee or range weapon attacks, and any ally that is 5 ft. behind you can't be targeted by a melee or range weapon attack coming from your direction. You must be wielding a shield to gain this benefit.

Shield Bash

Beginning at 7th level, you can hit a creature with your shield as a melee weapon attack using a bonus action. The shield deals bludgeoning damage equal to (the shield AC x d4) and forces a target that is one size larger than you or smaller to make a Strength saving throw, DC equal to (8 + your Strength modifier + your proficiency bonus). On a failed save, you knock the target prone. You must be wielding a shield to gain this benefit.

Wall Barrier

Beginning at 10th level, every ally that is 5 ft. away from you that is wielding a shield gives you +1 to AC, this stacks to a +3 limit to AC. You must be wielding a shield to gain this benefit.

At 13th level, you can stack this ability with the AC given by Defensive Reflex when being attacked by a melee or range weapon attack.

Charging Shield

Beginning at 15th level, you can charge at an enemy that is within half of your speed with a Shield Bash ability. On a failed save, the target is pushed back 5 ft. and knocked prone. You can use this feature once before taking a short or a long rest. You must be wielding a shield to gain this benefit.

Final Stand

Beginning at 18th level, you can gain the following features for 1 minute:

  • You gain the benefit of Defensive Reflex at all times.
  • Your shield has the light, finesse, thrown, & returning properties.
  • When you make a ranged attack with your shield at a creature larger then they make a Dex save or stun them. (DC = 10 + your Dex mod + your Proficiency)
  • You gain advantage to Strength, Dexterity, and Constitution saving throws.
  • You gain the ability to return to 1 HP after you drop to 0 HP, which deactivates the Final Stand ability.

You cannot use this ability again until after a long rest. You must be wielding a shield to gain this benefit.


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